Editing Halo 2 E3 demo
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* The Battle Rifle Has a slower version of the CE Assault Rifle Reload Animation. | * The Battle Rifle Has a slower version of the CE Assault Rifle Reload Animation. | ||
* The Master Chief fires the SMGs at the same time, and he never reloads them. | * The Master Chief fires the SMGs at the same time, and he never reloads them. | ||
* In addition, when the Master Chief changes to the Battle Rifle from the SMGs, he doesn't drop the other SMG. This | * In addition, when the Master Chief changes to the Battle Rifle from the SMGs, he doesn't drop the other SMG. This lead many viewers to assume that "dual SMGs" was a single weapon. | ||
* The Battle Rifle is semi-automatic, | * The Battle Rifle is semi-automatic, has no ammo counter, This makes it more like the much later [[Designated Marksman Rifle]] featured in Halo: Reach. | ||
* The Shadow's turret shoots green plasma blasts that look like charged plasma pistol shots, not purple shots. Also, it | * The Shadow's turret shoots green plasma blasts that look like charged plasma pistol shots, not purple shots. Also, it shoots more at a more regular pace, it doesn't get faster as it shoots, although this is the same in the final version when manned by Elites. | ||
* The SpecOps Elites featured are black colored rather than dark blue in the final game. | * The SpecOps Elites featured are black colored rather than dark blue in the final game. | ||
* The [[Type-25 Brute Shot|Brute Shot]] shoots like a large plasma projectile which flies straight instead of the frag grenade that falls and bounces after a few feet. | * The [[Type-25 Brute Shot|Brute Shot]] shoots like a large plasma projectile which flies straight instead of the frag grenade that falls and bounces after a few feet. | ||
* The [[Type-25 Directed Energy Pistol|Plasma Pistol]] | * The [[Type-25 Directed Energy Pistol|Plasma Pistol]] shoots a larger bolt. | ||
* The Phantoms have a different appearance and are destructible. | * The Phantoms have a different appearance and are destructible. | ||
* Brutes bleed purple, but in the final game, they bleed | * Brutes bleed purple, but in the final game, they bleed Blackish-blue. | ||
* The Fragmentation Grenades made the same type of explosion like they did in ''Halo: Combat Evolved'' , but are much weaker. | * The Fragmentation Grenades made the same type of explosion like they did in ''Halo: Combat Evolved'' , but are much weaker. | ||
* When Master Chief hijacked the Ghost, he stood on the | * When Master Chief hijacked the Ghost, he stood on the ghost for a considerable amount of time before he kicked the driver out. | ||
* The [[Jiralhanae|Brutes]] are weaker than they are in the final game and were easily killed. | * The [[Jiralhanae|Brutes]] are weaker than they are in the final game and were easily killed. | ||
* The Battle Rifle's melee attack shows three different animations at the same time instead of only one at a time—this was the first animation shown by Bungie of their proposed "melee combo" system, which was cut out of the final game due to time constraints. | * The Battle Rifle's melee attack shows three different animations at the same time instead of only one at a time—this was the first animation shown by Bungie of their proposed "melee combo" system, which was cut out of the final game due to time constraints. | ||
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* There is a huge increase in the number of Grunt death animations where they stop in their tracks when killed attempting to shoot the player one last time before slowly falling forward. Few of the killed Grunts in the trailer perform the classic "Grunty Death Backflip" when killed with Battle Rifle fire. | * There is a huge increase in the number of Grunt death animations where they stop in their tracks when killed attempting to shoot the player one last time before slowly falling forward. Few of the killed Grunts in the trailer perform the classic "Grunty Death Backflip" when killed with Battle Rifle fire. | ||
* Civilian cars make much bigger and deadlier explosions. | * Civilian cars make much bigger and deadlier explosions. | ||
* Plasma | * Plasma Bolts and projectiles are More Florescent than their retail counterpart. | ||
* Many | * Many Textures for Building walls and Floors are re-used from Combat Evolved Including Brushed Metal tiling On 1:53, and 2:43. | ||
* The | * The "Havoc" Physics engine was not yet implemented in the game, Physics are closer to Combat Evolved | ||
* Grunt | * Grunt And Human Blood decals are Brighter, and More Florescent Than Their Retail Counterparts | ||
* Human | * Human Blood Textures are re-used From Combat Evolved | ||
* Grunt, | * Grunt, Human and Jackal Blood splat Decals are bigger than Retail, Resulting in More Blood seen in the demo compared to the Full release | ||
* Grunts and Jackals are | * Grunts and Jackals are More aggressive and will fire faster than retail, Shown on 4:25 | ||
* Chief | * Chief Features a New model not seen in the full release of the game, featuring Real-Time Reflections on his visor, 0:19 | ||
* Gunshots and | * Gunshots and Shots from the Mounted Turret Illuminate the ground and surrounding area when fired | ||
* The | * The SMG Muzzle flash is a darker red, rather than a bright yellow/orange seen in the final release. | ||
* | * SMG's (Including Dual Wield SMG's) have an increased Rate of fire, and No recoil. | ||
* Dual SMG's have a unique "Double Up" overlapping Reticle, rather than a normal SMG reticle seen in retail. | * Dual SMG's have a unique "Double Up" overlapping Reticle, rather than a normal SMG reticle seen in retail. | ||
* Warthog Headlights illuminate and cast visible light and shadows on the road | * Warthog Headlights illuminate and cast visible light and shadows on the road |